Forum Discussion
Anonymous
6 years agoLies Beneath on Quest - How was the tone mapping done?
Does anyone know how the tone mapping for Lies Beneath was done?
This unreal dev post with Drifter Entertainment was interesting:
However it did not touch how they did the visual style in Unreal apart from one sentense near the end:
Switching to Vulkan
in order to bring down rendering overhead and enable visual effects
like tone mapping (via subpasses) while still staying within budget
in order to bring down rendering overhead and enable visual effects
like tone mapping (via subpasses) while still staying within budget
But as far as I know tone mapping in Unreal on mobile still requires Mobile HDR on (see mobile tone mapping info here):
Vulkan
with mobile HDR on has not worked in my tests, either black screen or
crash, so it would be great info if anyone had some tips on how to do
tone mapping on Quest?
with mobile HDR on has not worked in my tests, either black screen or
crash, so it would be great info if anyone had some tips on how to do
tone mapping on Quest?
4 Replies
Replies have been turned off for this discussion
- motorsepStart PartnerI think they most likely rewrote shaders for UE4 and basically made their own tonemapper to replace what UE4 comes with.
- Anonymous
motorsep said:
I think they most likely rewrote shaders for UE4 and basically made their own tonemapper to replace what UE4 comes with.
yeah most probably the case - anyone know of an example shader doing something similar? - motorsepStart PartnerBefore tonemapper, I'd be more worried about lack of alpha to coverage in UE4 for ES3.1 / Vulkan.
- AnonymousWould also be cool to have alpha to coverage on mobile, but would not necessarily create a visually unique game with UE4 like Drifter managed with the great looking Lies Beneath though ;)
Quick Links
- Horizon Developer Support
- Quest User Forums
- Troubleshooting Forum for problems with a game or app
- Quest Support for problems with your device
Other Meta Support
Related Content
- 2 months ago